Based upon work fromPathfinder Unchained by Paizo Inc.
Do you commonly use the Minor Properties table for magic items from the DMG page 143?
The idea is that any magic item should have some additional magical quality to make it unique. This is fitting with the 5E assumption that magic items should be relatively rare. I like the idea of using these. But admittedly, I haven't really done it. The list is too brief really. I've been going through my 4E adventurers vault looking for additional properties that I might apply. The frustrating thing about the 4E books is that they didn't include any tables to randomize. I agree that you should choose items that make sense in context, instead of taking one at random. But 'roll until you find one that fits' is a good approach, and sometimes the random result can spark an idea that grows into something more.
In folklore, a major part of any magic item's mystique is the tale of its creation. With the dynamic magic item creation system, the crafting of magic items becomes a quick but interesting story in which the whole party can participate. Items created in this way have unusual properties that lend them character and remind the PCs of the choices they made during item creation.
5e Dynamic Magic Item Creation. Based upon work from Pathfinder Unchained by Paizo Inc. In folklore, a major part of any magic item's mystique is the tale of its creation. With the dynamic magic item creation system, the crafting of magic items becomes a quick but interesting story in. SRD Rules Reference for Dungeons & Dragons 5th Edition. Check out our other SRD sites! Traveller SRD Swords and Wizardry SRD 5th Edition SRD Dungeon World SRD 13th Age SRD d20HeroSRD The Modern Path SRD d20PFSRD 3.5e SRD GumshoeSRD FateCoreSRD Starjammer SRD OGN Articles Design Finder 2018 Fudge SRD Here Be Monsters d20 Anime SRD PF2 SRD.
Overview
The magic item creation system in this section divides the creation of magic items (other than potions and scrolls) into a series of challenges that the creators try to overcome. These challenges represent either setbacks or opportunities in the course of the creation process. The first and final challenges in the process are the same for every item: preparing the vessel and completing the item.
Between those steps, the characters face a number of random challenges. Having more challenges means it's more likely that an item will have unexpected properties, for good or ill. It also makes the item's creation more expensive or time consuming on average for less skilled characters, and conversely the process will likely be cheaper and faster for a highly skilled party.
Item Rarity
The creation of a magic item is a long and expensive task. The creator must be a spellcaster of a minimum level determined by the item's rarity, and be able to cast any spells that the item will be able to use. Crafting an item also requires the creator to be proficient with an applicable set of artisan's tools (for example, smith's tools for a sword or jeweler's tools for a fine ring). The item's rarity also determines the base creation cost of the item and the number of random challenges the creator will face.
Challenges
Each challenge the PCs face represents a setback or opportunity in the magic item creation process. This system assumes that the PCs involved are gathering exotic ingredients, searching through the notes of others who have crafted similar items, and dealing with unexpected mystical variables. It allows the entire party to participate, so anyone who wishes to help counts as a creator.
Attempting Challenges
Each challenge presents two tasks. One creator can choose a single task to attempt, or two creators can each choose to do a different task. For example, when faced with a sesquipedalian elucidation challenge, a wizard might rely on her own arcane vocabulary and make an Intelligence (Arcana) check, while a rogue would have to pull out a dictionary and attempt an Intelligence (Investigation) check.
This choice of tasks to attempt must be made before rolling any associated checks. Creators cannot work together on a single item creation task. Some tasks don't require checks, but present other conditions for success. If a creator takes on such a task, it must be completed before attempting a task that involves a check.
The number of tasks attempted and their success or failure determines the outcome of the challenge, as detailed below.
Paying for the Item
The default cost for item creation with this method is 85% of the item's base creation cost. Various challenges can raise and lower this amount. A party encountering and critically succeeding at a large number of challenges can likely bring the cost below 50%.
Before attempting the first challenge, the PCs purchase the initial materials by spending 25% of the item's base creation cost. As part of the final challenge, the PCs must pay the remaining amount, accounting for any adjustments.
The PCs can abandon an item at any time. They don't have to pay the remaining amount, but they can't use the materials from one attempt on another item.
Adjustments
The first challenge, preparing the vessel, sets some base statistics for the new magic item. Further challenges can cause adjustments to the magic item. The DM can create her own challenges, and should consider the DCs of the challenge's tasks when deciding adjustments. Challenges with lower DCs should typically have benefits that merely avoid negative adjustments, while challenges with higher DCs should be more likely to add beneficial adjustments.
Where indicated, uncommon items add +2 to the DC of a check, rare items add +4, very rare items add +6, and legendary items add +8.
Cost: Challenges that adjust the cost increase or decrease the crafting cost by increments of 5% of the base creation cost. The cost can go over 100%, meaning the item would cost more to make than its market value. The final cost can never be lower than the initial 25% investment; the characters can't get a refund of that expenditure.
Time: Challenges may add or subtract the number of remaining days of work required to create the item. When this happens, adjust the timing of challenges accordingly. The total number of days of work can never decrease below 1, nor can it decrease below the number of days the characters have already spent crafting the item.
Perks, Quirks, and Flaws: A challenge may add a beneficial perk, a somewhat neutral quirk, or a detrimental flaw to the item. These three types of adjustments give an item a distinct flavor that sets it apart from others of its kind. The DM should secretly roll for perks, quirks, and flaws as they occur, rerolling duplicate or contradictory results.
Destruction: A few challenges can, if critically failed, destroy the in-progress item, which costs the PCs their current investment. Such challenges come with enticing benefits for critically succeeding, making them potentially worth the risk.
Base Challenges
The following two challenges bookend the dynamic magic item creation process. Preparing the vessel is always the first challenge, and completing the item is always last.
Prepare the Vessel
You must create or prepare an item to handle the magic you intend to instill within it.
Tasks
Forge a New Vessel: Applicable ability (artisan's tools) DC 10 + item rarity
Mystical Preparations: Intelligence (Arcana) DC 10 + item rarity
Results
Critical Success: You have a superlative and efficient vessel. Set the item creation cost at 75% of the base creation cost, and subtract 3 days from the item creation time.
Success: You have a satisfactory vessel. Set the item creation cost at 85% of the base creation cost.
Failure: You have a flawed vessel. Set the item creation cost at 100% of the base creation cost.
Critical Failure: The vessel is destroyed. You lose 25% of the item's base creation cost and must start over.
Complete the ItemRare Items 5e
You put the finishing touches on the item.
Tasks
Improvise: Intelligence (Arcana) DC 15 + item rarity
Just the Minimum: Meet all the item's construction requirements
Results
Critical Success: You complete the item with a masterful flourish. Reduce the item's cost by 10%.
Success: You have completed the item.
Failure: The item is destroyed.
Critical Failure: The item is destroyed.
Random Challenges
The Game Master should roll on the table below to determine which challenges the player characters face while making the item. Alternatively, the DM can instead choose a particular challenge based on the circumstances of the campaign.
![]() Class-Specific Challenges
To generate a class-specific challenge, determine which of the following challenges applies to at least one creator working on the item and pick one randomly from among those options. If none of these applies, choose a fitting challenge from the previous section.
Perks
Perks are beneficial adjustments to an item, often gained from critical success at a challenge. Reroll duplicates and perks that don't fit the item. Feel free to invent your own perks or apply an appropriate perk without rolling.
Quirks
Quirks are oddities that make an item unusual in a way that's generally neither positive nor negative, or may be a little of both. Feel free to invent your own quirks or apply an appropriate quirk without rolling.
Dmg 5e PdfFlaws5e Rare Items List
Flaws are adjustments to an item that are detrimental in nature. Most are similar to curses, but not nearly as damaging or restrictive to the bearer. Whenever a challenge would add a flaw to an item, roll on the following table. Reroll duplicates and flaws that do not fit the item. Feel free to invent your own flaws or simply choose an appropriate one.
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